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http://www.matrixgames.com/forums/tm.asp?m=31850620 b5 z' ]: g0 M1 G
4 x) b' i% Z" m# l9 k" x已经共享到岛群QQ和本论坛置顶资源帖& }$ L& z, ~* |: L# F @: ?
7 {, f' X! W7 c% I大量更新,详见列表:0 V P3 O" s' N& n9 S$ P
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Change History:
! s4 c7 w* t; ?V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)- x. G: Q+ f/ m% Y" G
1. Seventh Update – This release is a comprehensive release updating all previous
8 O# o# _' N5 `% H+ x3 m+ `& l1 Dversions to v1.01.17 beta
$ P2 s3 p+ R6 J* [+ a" D$ H2. Code Changes
- H. n6 b8 x" B! h UFixed* i# n0 u* Q9 i: g% a. L
1. Display of AF/Port icon between player saves based on player's intel
( D& Q, u8 K% e* A& p0 g5 N$ g$ [6 e2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
% r" d3 \" p' w! O$ L0 \/ t2 ^& @weapon list updated
3 n" c! g5 T/ O, |9 _3. Reported cargo/troop safety values incorrect when no cargo/troop space/ A9 x+ H7 m9 y# s+ f
4. Allow smaller 'reserve' space for small groups on ships: c$ b! \& p% L
5. Preserve some more data when swapping fragment and parent to prevent lost of parent8 Y' F+ a+ G5 E) u5 o
6. Correct attacking plane count before final post-air combat& }# s0 Z$ j) R% D
7. Pilot promotion may have occured in error sometimes# }( f% f0 J6 E5 N7 Z; V
8. Raid detect message sometimes dropped of the combat report. j4 {# A; S, K7 v" |4 S2 q
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
+ j m* I$ ~$ i8 vgenerally
0 a' H3 F! a9 }' I7 N1 ]( b10. Some pilot-leader connections were being corrupted9 m; q0 ?9 U6 Z$ B
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
1 q3 i! l6 K5 @# i2 U3 v* N5 G5 cother move issues due to the incorrect indicator
' n% |( w+ r7 P$ Y K7 w6 f12. Wrong ship sometimes reported in Ops report for TF movement which causes some
7 O: [+ M' ?$ a, Ydamage9 m' o& c: m$ D( ]8 U
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
2 X0 K5 H3 G; w1 d# B14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
7 ~) D5 w" b; l6 n: r, idate sort# C2 M. l7 m* V) f1 e
15. ASW groups not allowed to attack sometimes
( u7 [) v. N1 A* y% a* J16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
5 m4 d7 j$ @; i) d+ D4 C% YHQ/LCU to jump to reinforcement queue2 ]& a; P) l0 v( Q
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
k/ y! d l! f18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
/ F: z }) X7 N6 [4 z" s, Uat start of AE but crept back in sometime during updates- _ L/ T: F: F3 z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the% b- L5 T+ S* @: K- d$ O# G L
fragment.& R& e# [, O" U0 o9 m# A
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
: D% ^4 w# R: h! o21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
1 ~. f8 D% W$ [: Ishort scenario). This was fixed in a previous patch but only for one of the VCs, not the full
N- J5 r4 [$ z( Zset
6 V. ~8 B& {, N, a22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base3 d1 O1 n9 s) B
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
& B1 ~8 b8 s5 W# F' W3 s24. Bug caused F/FB to sometimes bomb at low altitude
^ V) z& d" F4 E! x25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
/ n- x- l2 @. z I% {1 _ uoccurring properly.
' p6 b1 o$ \# q1 y! a. C) x26. Bug in Industry 'failed' indication not showing properly sometimes0 x; `$ @; G% D1 C: U# Z0 }% ?# E. _/ r
27. Location check at scenario load to include small map sceanrios: q8 p" G" a: p* q. y4 x; A, }
28. Bug in air supply to fragments in a non-friendly base hex
3 Z0 d: J6 D- w6 [- k- D# X$ M29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
/ C) O* H: Y6 |8 kbeing set to homebase before execution of the mission – ie was returning to base( A! D- Y3 U# P" _8 c
immediately
" B9 R3 {" G6 J30. Error in Strategic map display
^0 B- S8 ^) i; e31. Additional and stockpile options were not turned off when base was captured$ X) p+ J+ ^ N- u
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on$ t P) O6 U' t7 D- s
mouse over9 p% ] O) |6 _& i+ c: J
33. Army experience being gained when not 100% prepared as per manual; changed to allow# _1 f7 L# H) Z7 H. `1 Q
chance to gain experience if >75% prepare and < 50% national exp level
0 l8 c" g" @6 [9 {) k( N$ J34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to) A; z# ~/ F9 A* E
alleviate the incorrect experience gaining happening while in reinforcement queue9 S( c, e l4 \5 r1 `; r
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –' L1 b; G; J% `' U" ?- ?
caused unit to jump “off-rail” and move overland; q* l$ M# n9 j( U: m5 u
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
9 l# E; ~. d/ ?$ k) F( n5 \37. Excessive accident messages on unload from TF reported. u0 t6 R. T! ~' r
38. Reworked editor sub-unit merging as some devices could drop off the unit list when4 M8 k3 a& I1 ?0 D( a1 {& R. S/ C
merged causing smaller size unit than expected
7 X0 g$ g( f6 V; k" O/ e1 y; t39. Corrected possible TOE error in scenario data load for inactive units' g. h* j! @8 j4 {) o
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can b3 p9 k$ U7 O& h. U
however be allowed to do this., b S9 |' F9 ]$ M+ `" Y* {8 ~
41. Possible CTD if sinking ship's load was a group
$ x' d. [8 d$ ?- I( ?( t6 O42. Limit the number of devices built from resources per unit during LCU replacements; this
: B0 i4 Y$ c5 ?- b* n/ u1 jwas causing an over production for that turn
# o, E3 j& [! J' q43. Retain day/night setting when creating group fragments
5 Y3 T) H+ n7 k+ C, H3 W7 d/ G- N44. Adjusted supply and fuel values in base list not to overrun the space4 M. O0 z( y# ^- p
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but7 |" O# @, ~6 i8 H
added YMS to Sweep TF in line with manual and code: d% `% l, b& I( D4 W/ i0 _
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the2 I6 j9 m8 f5 v
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
5 O' l- u9 H" W. v! ?; a, frebuilding of destroyed units is not affected by this.
; c) [1 n: t- c6 {47. Carrier capable and trained text not showing together on Group screen# T) ~6 Z8 q# @
48. Handle any blank re-name changes by ignoring them; }! D3 ?; x' T8 P, j4 Z5 U+ m& U
49. Possible CTD when air fragments combine" A8 C+ z c- _/ a. M
50. Unloading TF can freeze a LCU onto a ship under some conditions
* \9 _0 d% B Z9 ^- \51. AI not behaving if main HQs missing (affects small map mainly); B: n* c2 J% F
52. AI using AGC for normal land units – removed from TF if not needed
6 Y, p6 C! ?% n/ b8 n53. Soviet activation message not in Ops report. B. |' p; {9 M6 S! D
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
3 h0 a0 l, j" x% l55. Clear Soviet air balance if not activated. Possible incorrect base switching0 ^% E b1 N" C
56. Sub attack against docked TF not happening for port size <3- z, F8 C2 Q$ p0 X8 k+ f- l: C
57. Unit type changing unexpectantly. ~2 Q; I) k3 S
58. Torpedo replacement on plane sometimes is missed% v' m4 b# h$ @' F
59. Double handling of overstacked supply requirements0 R- c' g! n; _& m2 Q
60. Fixed alternate weapons for port attacks0 B: U0 Q6 Z" T% w
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
6 D8 H$ t+ e1 q, u6 Vsometimer in the ship repair cycle., ^, C F$ r6 Q# P* A2 t- {
62. Ship tonnage over 32K could cause repairs to fail: `: q5 z! C% k7 b& H$ o
New5 o, g. |7 o) }% s1 K1 Y; o
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the4 f1 \, m- s% c- }# i
port' h: _- W/ {# H. T3 _
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.; \% I, }% U" \; `7 z
Tenders not counted; K8 [5 b- u# J1 I
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base0 I( `% O! H ^6 P2 X9 {% d
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
+ K! ?. W7 U$ @3 @% bto remove damaged ships from TF: k7 w$ F# D8 r. A. `/ c
5. New filter for “non-building” devices in Industry pool screen6 L' f( ~2 N3 M! S# f# z( y) t! ^
6. New filter for “non-building” aircraft in Air Replacement pool screen
f2 a- C& Z; w1 z2 Y7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy3 @8 r8 _; h3 T$ i v
mines (^) detected
A2 Q4 d+ [! d6 W% X8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
) u/ y6 f/ ^! m* Z‘button6..’ image files, then these will be shown. If not, by default there are shown as
6 A( P: r# x4 J, lstandard parachute unit icons2 F2 \8 P2 U0 n+ g/ ~0 |
9. Air/port damage and building is shown in base mouse over
, l. s2 f# i4 K- Z. [- a B10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
" A: p. [6 Z9 Y11. TF can be routed to stay within coastal hexes as much as possible0 v8 k7 _! j& R/ c& T o
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
( }* A- L' A2 v( m/ r3 R13. Added option on group and LCU reinforcement screen to turn off replacements
# U5 ^8 L+ g2 P& k. B7 I" {4 t14. Current base can get supply returned to it when reserve planes returned which were
0 A: k4 O( D( @3 G# M: f( Noriginally supplied from another base; S5 w0 P% d! `( r% o! `$ {/ T/ \0 U
15. Unit type filter on Troop Loading screen
9 r6 D4 a6 g- a0 x! ^16. Report killed ground units if not in combat report
8 p4 [6 F8 @/ f3 P( u5 R' L$ SChanged
/ S& t# r7 S& V9 T5 I* H$ ]& }1. AF of 8+ have AV support doubled for purposes of determing support for air operations
: j4 l# n& r( c! D @$ ?(complements fix 18 above)
) L2 j( Y* K! i/ S/ k. E2. Permanently increased pilot array to 70K: |( J6 y* J; a& A' E4 V# l
3. Increased number of air combat rounds are a factor of total aircraft involved% o2 {2 [5 _( ?. ?, Q8 P4 i1 |
4. Allowed submap to submap movement if land connected for land units. Should have been
. A6 f. t, U( R. r" v2 zso as per Andrew Brown% F9 m# S- E8 N
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message- {$ Y4 d7 U: i3 U4 f3 t9 m- {
delay toggle instead9 ]- {( E6 i- A; l( E1 R9 M, b/ A
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the9 |9 G' [3 f u- B. d
maintenace a bit more
: [0 s" q: ^6 k: G3 Q7. Support device replacements won't decrease the overall experience of LCU units. This does
! h$ g6 i* V& I" ]" b( S. w1 e3 Znot alter the overall EXP change due when any replacements are received.; V- n: K/ x! k! C* m( `2 h6 D
8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction- Y5 n! ^6 |1 S D
between the two but could break current games.
4 C0 @4 ]5 U% {0 x. M$ @9. Some LCU Prep points may be retained if unit is experienced3 `0 P8 p/ x X2 k. a7 k: v
Notes. r+ T. F0 W7 q: R
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario8 S! e5 j) `1 o% M: W4 g
should not change player or HQ, even if not in play. These original HQs are used by the AI' [- [) h0 B; A2 f6 p! j
routines so changing or deleting them can put the AI off. Changing other elements should
+ n& E& n0 m- e* ]3 Xbe okay.8 k- A; O7 d6 d" [$ ?4 p! j
2. Clarification to weapon filters for aircraft:% f/ d6 t) S9 j3 Y# i& y7 J
PM_NAVAL_ATTACK 2 // used for naval attacks0 P6 l! Z. Y; x. w7 k
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
% h6 A. j o5 uPM_LAND_ATTACK 8 // used for land (ground) attack
0 Z( u# L4 K4 S; e) f6 B: lPM_PORT_ATTACK 16 // used for port attack# D, x$ ?+ L! Y$ o/ n
PM_AF_ATTACK 32 // used for AF attack# C5 y8 X4 x% C$ E0 L( L
Dropped any reference to secondary values for land and AF as they served no special use.0 V; U% {- r: n4 Q+ I$ X+ A
Clarification changes
8 |' S) k% a, |$ [, x1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& a: r! e2 Y) W/ ^
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),4 O( j- Y- R$ ?/ ?
MONGOLIA(91) or TANNU_TUVA(92)." k) J; u0 i; Y+ Y- h
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases @) H8 H" z+ w
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
; `6 z* j' `) u1 fc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases; C" Q4 F1 I j ]5 b* i
after Soviets are activated, but can’t move' x2 G- t% ^+ L; i4 D) d6 A! S
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
8 a4 R1 T* @3 M4 P& Ndisbanded in port.9 X ?- y! m) [
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
C) I2 F' G% d0 |% d' bf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |